Full Oral Presentation Papers
PlotShot: Generating Discourse-Constrained Stories Around Photos | |
Rogelio Enrique Cardona-Rivera, Boyang Li |
Co-Creative Drawing Agent with Object Recognition | |
Nicholas Mark Davis, Chih-Pin Hsiao, Kunwar Yashraj Singh, Brian Magerko |
Combining Gameplay Data with Monte Carlo Tree Search to Emulate Human Play | |
Sam Devlin, Anastasija Anspoka, Nick Sephton, Peter I. Cowling, Jeff Rollason |
Rapid Prediction of Player Retention in Free-to-Play Mobile Games | |
Anders Drachen, Eric Thurston Lundquist, Yungjen Kung, Pranav Rao, Rafet Sifa, Julian Runge, Diego Klabjan |
Demonstration-Based Training of Non-Player Character Tactical Behaviors | |
John Drake, Alla Safonova, Maxim Likhachev |
Fast and Diverse Narrative Planning through Novelty Pruning | PDF Erratum |
Rachelyn Farrell, Stephen G. Ware |
Game Level Generation from Gameplay Videos | |
Matthew Guzdial, Mark Riedl |
Implementation of an Automated Fire Support Planner | |
Byron R. Harder, Imre Balogh, Chris Darken |
Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search | |
Bilal Kartal, Nick Sohre, Stephen J. Guy |
A Computational Model Based on Symmetry for Generating Visually Pleasing Maps of Platform Games | |
Julian R. H. Mariño, Levi H. S. Lelis |
Staying Hidden: An Analysis of Hiding Strategies in a 2D Level with Occlusions | |
Navjot Singh, Clark Verbrugge |
An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels | |
Sam Snodgrass, Santiago Ontanon |
Mystical Tutor: A Magic: The Gathering Design Assistant via Denoising Sequence-to-Sequence Learning | |
Adam James Summerville, Michael Mateas |
Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games | |
Anderson Tavares, Hector Azpúrua, Amanda Santos, Luiz Chaimowicz |
Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data | |
Alberto Uriarte, Santiago Ontañón |
Predicting Proppian Narrative Functions from Stories in Natural Language | |
Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón |
Portfolio Online Evolution in StarCraft | |
Che Wang, Pan Chen, Yuanda Li, Christoffer Holmgård, Julian Togelius |
Poster Papers
Matching Games and Algorithms for General Video Game Playing | |
Philip Bontrager, Ahmed Khalifa, Andre Mendes, Julian Togelius |
Analyzing Stealth Games with Distractions | |
Alexander Borodovski, Clark Verbrugge |
Object-Model Transfer in the General Video Game Domain | |
Alexander Eric Braylan, Risto Miikkulainen |
Per-Map Algorithm Selection in Real-Time Heuristic Search | |
Vadim Bulitko |
Contained: Using Multiplayer Online Games to Quantify Success of Collaborative Group Behavior | |
Damian Debkowski, Andrew Marrero, Nicole Yson, Li Yin, Yichen Yue, Seth Frey, Mubbasir Kapadia |
An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes | |
Funda Durupinar, Kuan Wang, Ani Nenkova, Norman Badler |
Building Helpful Virtual Agents Using Plan Recognition and Planning | |
Christopher Geib, Janith Weerasinghe, Sergey Matskevich, Pavan Kantharaju, Bart Craenen, Ronald P. A. Petrick |
A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting | |
M. Akif Gunes, Gokhan Solak, Ugur Akin, Omer Erden, Sanem Sariel |
An Expressive Dilemma Generation Model for Players and Artificial Agents | |
Sarah Harmon |
Learning From Stories: Using Crowdsourced Narratives to Train Virtual Agents | |
Brent Harrison, Mark O. Riedl |
Best-Fit Action-Cost Domain Model Acquisition and Its Application to Authorship in Interactive Narrative | |
Thomas Hayton, Peter Gregory, Alan Lindsay, Julie Porteous |
A Generalized Multidimensional Evaluation Framework for Player Goal Recognition | |
Wookhee Min, Alok Baikadi, Bradford Mott, Jonathan Rowe, Barry Liu, Eun Young Ha, James Lester |
Characters Who Speak Their Minds: Dialogue Generation in Talk of the Town | |
James Ryan, Michael Mateas, Noah Wardrip-Fruin |
Recognizing Actions in Motion Trajectories Using Deep Neural Networks | |
Kunwar Yashraj Singh, Nicholas Davis, Chih-Pin Hsiao, Mikhail Jacob, Krunal Patel, Brian Magerko |
Generate Believable Causal Plots with User Preferences Using Constrained Monte Carlo Tree Search | |
Von-Wun Soo, Chi-Mou Lee, Tai-Hsun Chen |
Procedural Generation of Levels for Angry Birds Style Physics Games | |
Matthew Stephenson, Jochen Renz |
A Framework for Playable Social Dialogue | |
Mike Treanor, Josh McCoy, Anne Sullivan |
A Cognitive-Based Model of Flashbacks for Computational Narratives | |
Hui-Yin Wu, Michael Young, Marc Christie |
Demonstration Papers
Procedural Level Generation for Augmented Reality Games | |
Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl |
Playable Experiences
Playable Experiences at AIIDE 2016 | |
Alexander E. Zook, Michael Cook, Eric Butler, Kristin Siu, Matthew Guzdial, Mark Riedl, James Ryan, Ben Samuel, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin |
W1: Artificial Intelligence in Adversarial Games
StarCraft Winner Prediction | |
Yaser Norouzzadeh Ravari, Snader Bakkes, Pieter Spronck |
Experiments on Learning Unit-Action Models from Replay Data from RTS Games | |
Santiago Ontanon |
Improving Terrain Analysis and Applications to RTS Game AI | |
Alberto Uriarte, Santiago Ontañón |
W2: Experimental AI in Games
Mixed Reality Meets Procedural Content Generation in Video Games | |
Sasha Azad, Carl Saldanha, Cheng-Hann Gan, Mark O. Riedl |
Intelligent Physiotherapy Through Procedural Content Generation | |
Shabnam Sadeghi Esfahlani, Tommy Thompson |
Deep Static and Dynamic Level Analysis: A Study on Infinite Mario | |
Matthew James Guzdial, Nathan Sturtevant, Boyang Li |
Dear Leader’s Happy Story Time: A Party Game Based on Automated Story Generation | |
Ian D. Horswill |
Predicting Resource Locations in Game Maps Using Deep Convolutional Neural Networks | |
Scott Lee, Aaron Isaksen, Christoffer Holmgård, Julian Togelius |
Proceduralist Readings, Procedurally | |
Chris Martens, Adam Summerville, Michael Mateas, Joseph Osborn, Sarah Harmon, Noah Wardrip-Fruin, Arnav Jhala |
What Does Bach Have in Common with World 1-1: Automatic Platformer Gestalt Analysis | |
Johnathan Pagnutti |
A Model of Superposed States | |
Justus Robertson, R. Michael Young |
Juke Joint: Characters Who Are Moved By Music | |
James Ryan, Tyler Brothers, Michael Mateas, Noah Wardrip-Fruin |
Computatrum Personae: Toward a Role-Based Taxonomy of (Computationally Assisted) Performance | |
Ben Samuel, James Ryan, Adam Summerville, Michael Mateas, Noah Wardrip-Fruin |
A Programming Model for Boss Encounters in 2D Action Games | |
Kristin Siu, Eric Butler, Alexander Zook |
ClueGen: An Exploration of Procedural Storytelling in the Format of Murder Mystery Games | |
Andrew Stockdale |
Draft-Analysis of the Ancients: Predicting Draft Picks in DotA 2 using Machine Learning | |
Adam Summerville, Michael Cook, Ben Steenhuisen |
Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs | |
Adam Summerville, Matthew Guzdial, Michael Mateas, Mark O. Riedl |
W3: Player Analytics
Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming | |
Adam Alsén, Julian Runge, Anders Drachen, Daniel Klapper |
MimicA: A Framework for Self-Learning Companion AI Behavior | |
Travis Angevine, Foaad Khosmood |
The Sensitivity of Retention to In-Game Advertisements: An Exploratory Analysis | |
Zachary Burns, Isaac Roseboom, Nicholas Ross |
Presenting Believable Choices | |
Justus Robertson, R. Michael Young |
Predicting Disengagement in Free-to-Play Games with Highly Biased Data | |
Hanting Xie, Sam Devlin, Daniel Kudenko |